Mercurial > fife-parpg
view engine/core/view/visual.cpp @ 548:f45e3e2995e0
* Corrected the h,w calculation for zooming in layercache.cpp.
* Fixed the bug, that x,y camera position result in an screen offset. fixes[ticket:462]
Note: chewie was right, the ExactModellCoordinate object for camera creating is useless(always 0,0,0). I'm believe that we can remove it from the camera constructor but that would mean an api change.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 11 Jun 2010 21:10:40 +0000 |
parents | 16c2b3ee59ce |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ // Standard C++ library includes // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/log/logger.h" #include "util/base/exception.h" #include "model/structures/instance.h" #include "model/metamodel/object.h" #include "model/metamodel/action.h" #include "visual.h" namespace FIFE { static Logger _log(LM_VIEW); Visual2DGfx::Visual2DGfx(): m_transparency(0), m_visible(true) { } Visual2DGfx::~Visual2DGfx() { } ObjectVisual::ObjectVisual() { } ObjectVisual* ObjectVisual::create(Object* object) { if (object->getVisual<ObjectVisual>()) { throw Duplicate("Object already contains visualization"); } ObjectVisual* v = new ObjectVisual(); object->adoptVisual(v); return v; } ObjectVisual::~ObjectVisual() { } void ObjectVisual::addStaticImage(unsigned int angle, int image_index) { m_angle2img[angle % 360] = image_index; } int ObjectVisual::getStaticImageIndexByAngle(int angle) { int closestMatch = 0; return getIndexByAngle(angle, m_angle2img, closestMatch); } int ObjectVisual::getClosestMatchingAngle(int angle) { int closestMatch = 0; getIndexByAngle(angle, m_angle2img, closestMatch); return closestMatch; } void ObjectVisual::getStaticImageAngles(std::vector<int>& angles) { angles.clear(); type_angle2id::const_iterator i(m_angle2img.begin()); while (i != m_angle2img.end()) { angles.push_back(i->first); ++i; } } InstanceVisual::InstanceVisual(): m_stackposition(0) { } InstanceVisual* InstanceVisual::create(Instance* instance) { if (instance->getVisual<InstanceVisual>()) { throw Duplicate("Instance already contains visualization"); } InstanceVisual* v = new InstanceVisual(); instance->setVisual(v); return v; } InstanceVisual::~InstanceVisual() { } ActionVisual::ActionVisual(): m_animations() { } ActionVisual* ActionVisual::create(Action* action) { if (action->getVisual<ActionVisual>()) { throw Duplicate("Action already contains visualization"); } ActionVisual* v = new ActionVisual(); action->adoptVisual(v); return v; } ActionVisual::~ActionVisual() { } void ActionVisual::addAnimation(unsigned int angle, int animation_index) { m_animations[angle % 360] = animation_index; } int ActionVisual::getAnimationIndexByAngle(int angle) { int closestMatch = 0; return getIndexByAngle(angle, m_animations, closestMatch); } void ActionVisual::getActionImageAngles(std::vector<int>& angles) { angles.clear(); type_angle2id::const_iterator i(m_animations.begin()); while (i != m_animations.end()) { angles.push_back(i->first); ++i; } } }